Unities Staff DON'T seem to reply they leave users to fend for them selves and guess, they are NOT it seems teaching best prcatice's just letting people use what ever works no matter how bad the is
I brought Invector's Third Person Controller asset BUT no dout trying to use that for characters will break so much here it's not funny I was hoping to beable to drop one of these Islands into the scene as a playable world
#Unity 3d game kit code#
Seems you CAN'T do a thing in Unity without learning to code
#Unity 3d game kit install#
Joy I still can't run the base first install of this project
Taken out for privacy error CS0115: `(bool)' is marked as an override but no suitable method found to override
#Unity 3d game kit how to#
Two day fighting with errors to get the project just to start because of Cinemachine and post prossing jus like the above poster and after loading the project running the packlages in the Cinemachine packages folder updating vai the packet Manager then downloading from the assets store (this process cames from NOT knowing and guessing how to try and fix this) I'm down to: A collection of mechanics, tools, systems and assets to hook up gameplay without writing any code. For a switch, have a script on an object with a collider-trigger on it, and in Update(), if the key for the switch is pressed (a certain key is pressed while that collider-trigger is being collided with by the player), then it triggers an animation, sounds, etc.īless Unity for this gift BUT for god shake. Pulling an object would just require attaching the object to the player while pulling.įor interacting with switches, and many other things, collider-triggers will come in very handy in Unity. That is just one method, with Rigidbodies you could also just play the 'pushing' animation while moving forward against the object, if the Mass of the object was low enough you would push it. You could also make the object a child of the player's hand Transform to make the player 'carry' the object. For example, if the 'PUSH' button is pushed when the player is colliding with a collider-trigger that is attached to any push-able object, then a 'pushing animation' is played (and maybe the sound of grinding/scraping) and the player and object are moved together.
To push or pull objects, the same method could be used. You can have the player 'released' by the ladder when they reach the top or bottom collider-triggers, or have the jump button 'jump' you off. Now, once your controller works for climbing, you can have a 'trigger collider' positioned on the ladder that will disable the player's normal Animation Controller (such as the ThirdPersonController) and enable the 'ClimbingLadder' Animation Controller, when the player makes contact with the collider. You can also use an Animator Event (or use a script) to play audio clips for the footsteps on the ladder when climbing up/down (by checking the bool). Then, using a script (or an animation) you also move the character's Transform up when it's climbing up, and down when climbing down. If neither, the default animation 'climb idle' animation is played in a loop. Create a new Animation Controller to handle JUST ladder climbing, for example an Animation Controller named 'ClimbingLadder' that has bool parameters for pressing 'UP' and pressing 'DOWN', and add the animations to it so that it will play the 'climbing up' animation if (Animator anim.GetBool("climbingUp")) and play the 'climbing down' animation if (Animator anim.GetBool("climbingDown")). Also a 'climbing idle' animation for when the character's stopped. If you can't find a 'climb' animation you can edit the hands on a 'crawl' animation, they are similar. Get animations of a character climbing a ladder, climbing up and down, or just play the animation in reverse. Click to expand.Maybe if I make some code for it later I'll post it, but to make a ladder climbing system, there are many methods in Unity, but for an eassy to understand example, you can do something like this: